A12 EXP - Teleporter System

Discussion in 'Experimental Features Discussion' started by Hummel-o-War, Apr 21, 2020.

  1. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,275
    Likes Received:
    11,936
    CV teleporters can only teleport within the same sector.

    BA teleporters can teleport to other sectors or star systems.
     
    #21
  2. profitX10

    profitX10 Ensign

    Joined:
    Jun 9, 2017
    Messages:
    2
    Likes Received:
    2
    I love the teleporters but I am concerned with how they currently work. They have too high of constant energy drain but not enough for teleportation. I use motion detectors and they work well but it also just doesn't feel right. How about if they had a small drain like 20 power or something, but every teleport had a energy cost in Fuel Units associated with them based on range and it would pull directly from the fuel tanks/capacitors of the base when it was used.
     
    #22
    Doc 447 and ravien_ff like this.
  3. markis007

    markis007 Lieutenant

    Joined:
    Oct 5, 2018
    Messages:
    32
    Likes Received:
    24
    Great job guys - Love the new "survival" teleporters.... Fantastic!
    But I was wondering what is happening to the Portal teleporters (the ones that look a bit like Stargates) , Any chance that the Portal can be another "skin" of the base teleporter? Maybe a right click choice on which Teleporter look you can use. The Bigger Portal look would explain the longer range ha ha.
     
    #23
    MikeyBInOz, Cluascorp and Doc 447 like this.
  4. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,258
    Likes Received:
    8,932
    Portals are used for instance teleporting afaik. Missions and stuff with time limits and special circumstances, etc...
     
    #24
  5. markis007

    markis007 Lieutenant

    Joined:
    Oct 5, 2018
    Messages:
    32
    Likes Received:
    24
    Agreed, but it would still make a great "skin" / option for the new teleporter. I would love to be able to "install" that in my base. And I think many others would too.
     
    #25
    Cluascorp and Doc 447 like this.
  6. Demonic

    Demonic Captain

    Joined:
    Feb 2, 2018
    Messages:
    143
    Likes Received:
    422
    Guys, anyone experienced issues with the teleporters? I decied to test them in creative, plonked one to a test base, plonked other to a new CV I built (neither structure has shields). The two teleporters are in close proximity of each other.

    If I try to TP from base to ship it works... albeit it thinks the ship is 27 LY away, even though I'm looking at it. And I can't TP back to the base from the CV, don't have the base on the list. I suspect it thinks the CV is in a different sector (though, what are sectors? Playfields? Or entire star systems?). Does that happened to anyone else? Any idea what I might do wrong? Or should I report it?
     
    #26
  7. Doc 447

    Doc 447 Ensign

    Joined:
    Sep 11, 2019
    Messages:
    7
    Likes Received:
    7
    From my understanding the teleport from a CV to any base is not available at this time. They have only activated it in SP mode and of course on Eleon's Multiplayer server. Perhaps in Phase 4 or 5 or 6 or 22 who knows? Every thing seems to be going real slow as far as features goes.
     
    #27
  8. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    If you are able to find a way how 7 People would do all the Programming, the implementation what the Team has on their own "TO-DO"-List, the Player-Provoked Changes, all the Bug Hunting and Fixes and this all while still haven a Family Life, AND of Course the current Crisis all around them...well, I believe they would be more than happy to work 36 hours a day just to make you happy!;)
     
    #28
  9. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,275
    Likes Received:
    11,936
    Playfield = the local game area. A single planet is its own playfield. Its orbit is another playfield. And the moon is a third playfield.
    Sector = Any warpable location on the solar system map. A sector can consist of a planet, orbit, and its moons. Or it can be a trade station or asteroid field.
    System = star system consisting of a central star and often multiple planets and other sectors that orbit it. Also called solar system or star system.
    Galaxy = the entire galactic game map.

    Capital vessel teleporters can only teleport within the same sector.
    Base teleporters can teleport up to 30 light years away, to other sectors or systems within range.

    I don't believe teleporters work in creative mode at the moment, however.
     
    #29
    MikeyBInOz, Germanicus and Vermillion like this.
  10. Demonic

    Demonic Captain

    Joined:
    Feb 2, 2018
    Messages:
    143
    Likes Received:
    422
    Okay, so the sectors and what not are exactly as I thought them to be and CV porters not working in creative is most likely not a bug, got it, thanks :)
     
    #30
  11. Doc 447

    Doc 447 Ensign

    Joined:
    Sep 11, 2019
    Messages:
    7
    Likes Received:
    7
    Snippy much? All I am trying to get across is that its gonna take a while before it is worked out.
     
    #31
  12. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    Maybe:rolleyes:.
     
    #32
  13. (TMC)_FMA

    (TMC)_FMA Ensign

    Joined:
    Jul 4, 2017
    Messages:
    5
    Likes Received:
    4
    So far in my Sp/co-op freedom playthough the teleporters work as designed (kind of sketchy with solar),a great addition to the game
     
    #33
    Hummel-o-War likes this.
  14. Cpt_Beefheart

    Cpt_Beefheart Captain

    Joined:
    Jan 4, 2016
    Messages:
    37
    Likes Received:
    25
    I didn't see an answer to this, curious of dev thoughts?
    -In the practical use of teleporters, it would be nice if (while having volume restrictions in place) you could use them to harvest from autominers, transfer reasonable amounts of fuel, etc.
     
    #34
  15. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    The portals seem to make more sense to me as for fixed destinations - ie you would only have to walk through them, not click anything. Maybe only the owner/creator could set the destination.
     
    #35
  16. philigusforgotPW

    philigusforgotPW Ensign

    Joined:
    Apr 27, 2017
    Messages:
    19
    Likes Received:
    8
    Maybe instances are the answer. Do instances work with the randomly generated universe? How do I include them with all the references, if i change the range beyond the 30LY does it have to be an exact number or will it target less than. If i set the teleporter range for 999 LY but the target portal is only 856.6LY will it lock or does it have to be exact?

    How do I make missions in the Randomly generated galaxy with the teleporter reaching far further than i could travel. hmm.

    philigus.
     
    #36
  17. Ian Einman

    Ian Einman Captain

    Joined:
    Dec 12, 2017
    Messages:
    194
    Likes Received:
    381
    I'm a bit late to the party here so this may have been said by others, but my feedback:
    • Should be hard to make/get, requiring expensive item like "teleporter core", similar to autominer core. You can buy them or find them. I guess the massive pentaxid requirement is OK, but personally I'd prefer a harder to get item.
    • Agree there should be the possibility of having more than one teleporter in a base or CV.
    • Idle energy use should be low. It is pointless to make it high considering you can power it off to save power, why would it not have that feature built-in?
    • Power usage of actually using the teleporter can be high, in fact I think it should use pentaxid.
    • Personally I think you should only be able to teleport between space, CV, and planet within one playfield, perhaps also the moon(s), and not go between planets. I do not necessarily think that restriction should be there for POI/scenario creators, where a longer teleport may be part of a story. But more of a "star trek like" experience would be better for me, where you still have to fly between planets but you can get from orbit to planet, etc.
     
    #37
  18. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    With the new generator damage - making anything have high peak power requirement is going to be a pain in the ass without some kind of chargable peak demand power storage.

    They ended up nerfing shield charging power already because of this. As it is a teleporter now demands the addition of an extra T1 generator as well for fear of your base exploding otherwise due to this BS generator damage thing. As you say - pentaxid is an option given that doing anything interesting with power now is pretty much off the table after they broke it.
     
    #38
  19. Rex 2

    Rex 2 Ensign

    Joined:
    May 27, 2020
    Messages:
    1
    Likes Received:
    1
    Hello Everyone,
    Personally, i think the Teleporter were an addition, Empyrion needed to be a great game, to make travelling easier. What i personally dont like is the huge energy-consumption of these tools in our own base. Is it possible to let them use a small number of Pentaxid per teleport instead of a huge permanent energy consumption? It would fit more in the game, i assume.
     
    #39
    Germanicus likes this.
  20. a random potato

    a random potato Ensign

    Joined:
    Feb 14, 2019
    Messages:
    3
    Likes Received:
    1
    Teleporters are interesting. Let's you zip around without boarding a ship and warping. It is a nice shortcut for trading and errands. It lets you build a complex of bases, as well as provide for totally underground bases with no other exits. No real suggestions as to how to improve it.
     
    #40
    Germanicus likes this.

Share This Page